Refactor, try to limit dependencies
This commit is contained in:
+81
-89
@@ -1,124 +1,116 @@
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module Dodge.Tesla.Arc
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where
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import Dodge.Data
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module Dodge.Tesla.Arc where
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import Dodge.Data.CrWlID
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import Dodge.Data.ArcStep
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import Data.Maybe
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import Dodge.ArcStep
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import Dodge.Damage
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import Dodge.Data.World
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import Dodge.Spark
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import RandomHelp
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import Picture
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import Geometry
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import LensHelp
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import Dodge.ArcStep
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--import Dodge.Data
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--import Geometry
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--import LensHelp
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--import RandomHelp
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--import Color
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--import Dodge.Item.Location
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--import Dodge.WorldEvent.Damage
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--import Dodge.WorldEvent.ThingsHit
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--import Dodge.WorldEvent.HelperParticle
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--import Dodge.Item.Weapon.LaserPath
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--import Geometry
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--import LensHelp
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--import Picture
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--import RandomHelp
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--import Dodge.Zone
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--import Dodge.Base.Collide
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--import Shape
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--import qualified IntMapHelp as IM
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--import Data.List (sortOn)
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import MonadHelp
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import Data.Maybe
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--import qualified IntMapHelp as IM
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import Picture
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import RandomHelp
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aTeslaArcAt :: Color -> [ArcStep] -> TeslaArc
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aTeslaArcAt col thearc = TeslaArc
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{ _taPoints = map (^. asPos) thearc
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, _taArcSteps = thearc
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, _taTimer = 2
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, _taColor = brightX 100 1.5 col
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}
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aTeslaArcAt col thearc =
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TeslaArc
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{ _taPoints = map (^. asPos) thearc
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, _taArcSteps = thearc
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, _taTimer = 2
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, _taColor = brightX 100 1.5 col
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}
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moveTeslaArc :: World
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-> TeslaArc
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-> (World,Maybe TeslaArc)
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moveTeslaArc ::
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World ->
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TeslaArc ->
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(World, Maybe TeslaArc)
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moveTeslaArc w pt
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| _taTimer pt == 2 = (makesparks $ foldr damthings w thearc, Just $ pt & taTimer -~ 1)
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| _taTimer pt < 1 = (w, Nothing)
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| otherwise = (w, Just $ pt & taTimer -~ 1)
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| _taTimer pt == 2 = (makesparks $ foldr damthings w thearc, Just $ pt & taTimer -~ 1)
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| _taTimer pt < 1 = (w, Nothing)
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| otherwise = (w, Just $ pt & taTimer -~ 1)
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where
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thearc = _taArcSteps pt
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rcol = brightX 100 1.5 <$> takeOne [white,azure,blue,cyan]
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rdir = state (randomR (-0.7,0.7)) <&> (+ ld)
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rspeed = state (randomR (3,6))
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rcol = brightX 100 1.5 <$> takeOne [white, azure, blue, cyan]
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rdir = state (randomR (-0.7, 0.7)) <&> (+ ld)
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rspeed = state (randomR (3, 6))
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makeaspark = randSpark ELECTRICAL rspeed rcol rdir lp
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makesparks = makeaspark . makeaspark . makeaspark
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(lp,ld) = case last thearc of
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ArcStep lp' ld' NothingID -> (lp',ld')
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(lp, ld) = case last thearc of
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ArcStep lp' ld' NothingID -> (lp', ld')
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ArcStep lp' ld' (CrID crid) -> case w ^? cWorld . creatures . ix crid of
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Nothing -> (lp',ld')
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Just cr -> (lp' -.- (_crRad cr + 1) *.* unitVectorAtAngle ld',ld'+pi)
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Nothing -> (lp', ld')
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Just cr -> (lp' -.- (_crRad cr + 1) *.* unitVectorAtAngle ld', ld' + pi)
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ArcStep lp' ld' (WlID wlid) -> case w ^? cWorld . walls . ix wlid of
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Nothing -> (lp',ld')
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Just _ -> (lp' -.- 2 *.* unitVectorAtAngle ld',ld'+pi)
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Nothing -> (lp', ld')
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Just _ -> (lp' -.- 2 *.* unitVectorAtAngle ld', ld' + pi)
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--damthings (ArcStep _ _ NothingID) = id
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damthings (ArcStep p dir crwl) = damageCrWlID (thedamage p dir) crwl
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thedamage p dir = Damage ELECTRICAL 50 (p -.- q) p (p +.+ q) NoDamageEffect
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where
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q = 5 *.* unitVectorAtAngle dir
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shootTeslaArc' :: ItemParams -> Point2 -> Float -> World -> (World,ItemParams)
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shootTeslaArc' ip pos dir w =
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(w & randGen .~ g
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& cWorld . teslaArcs .:~ aTeslaArcAt col newarc
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shootTeslaArc' :: ItemParams -> Point2 -> Float -> World -> (World, ItemParams)
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shootTeslaArc' ip pos dir w =
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( w & randGen .~ g
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& cWorld . teslaArcs .:~ aTeslaArcAt col newarc
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, ip & currentArc ?~ newarc
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)
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where
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(col,g) = takeOne [white,azure,blue,cyan] & runState $ _randGen w
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(col, g) = takeOne [white, azure, blue, cyan] & runState $ _randGen w
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newarc = createArc ip w pos dir & evalState $ _randGen w
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createArc :: ItemParams
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-> World
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-> Point2
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-> Float
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-> State StdGen [ArcStep]
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createArc ::
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ItemParams ->
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World ->
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Point2 ->
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Float ->
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State StdGen [ArcStep]
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createArc arcparams@Arcing{_currentArc = Nothing} w p dir = createNewArc arcparams w p dir
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createArc arcparams w p dir = updateArc arcparams w p dir
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createNewArc :: ItemParams -> World -> Point2 -> Float
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-> State StdGen [ArcStep]
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createNewArc arcparams w p dir = take (_arcNumber arcparams)
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<$> unfoldrMID (doStep (_newArcStep arcparams) arcparams w) (ArcStep p dir NothingID)
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createNewArc ::
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ItemParams ->
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World ->
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Point2 ->
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Float ->
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State StdGen [ArcStep]
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createNewArc arcparams w p dir =
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take (_arcNumber arcparams)
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<$> unfoldrMID (doStep (_newArcStep arcparams) arcparams w) (ArcStep p dir NothingID)
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updateArc :: ItemParams
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-> World
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-> Point2
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-> Float
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-> State StdGen [ArcStep]
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updateArc ::
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ItemParams ->
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World ->
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Point2 ->
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Float ->
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State StdGen [ArcStep]
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updateArc ip w p dir = take (_arcNumber ip) <$> zipArcs ip w (ArcStep p dir NothingID) carc
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where
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carc = tail $ fromJust $ _currentArc ip
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zipArcs :: ItemParams
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-> World
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-> ArcStep
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-> [ArcStep]
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-> State StdGen [ArcStep]
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zipArcs ip w x (y:ys) = (x :) <$> do
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defaultnext <- doStep (_newArcStep ip) ip w x
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case defaultnext of
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Nothing -> return []
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Just z@(ArcStep _ _ (CrID _)) -> return [z]
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Just z@(ArcStep _ _ (WlID _)) -> return [z]
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Just z -> do
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p <- randInCirc 5
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let csize = _arcSize ip
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center = _asPos x +.+ csize *.* unitVectorAtAngle (_asDir x)
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newp = _asPos y +.+ p
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--newdir = argV $ newp -.- _asPos x
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newdir = _asDir x
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if dist newp center < csize
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then zipArcs ip w (y & asPos .~ newp & asDir .~ newdir) ys
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else zipArcs ip w z ys
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zipArcs ::
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ItemParams ->
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World ->
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ArcStep ->
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[ArcStep] ->
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State StdGen [ArcStep]
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zipArcs ip w x (y : ys) =
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(x :) <$> do
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defaultnext <- doStep (_newArcStep ip) ip w x
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case defaultnext of
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Nothing -> return []
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Just z@(ArcStep _ _ (CrID _)) -> return [z]
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Just z@(ArcStep _ _ (WlID _)) -> return [z]
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Just z -> do
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p <- randInCirc 5
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let csize = _arcSize ip
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center = _asPos x +.+ csize *.* unitVectorAtAngle (_asDir x)
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newp = _asPos y +.+ p
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--newdir = argV $ newp -.- _asPos x
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newdir = _asDir x
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if dist newp center < csize
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then zipArcs ip w (y & asPos .~ newp & asDir .~ newdir) ys
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else zipArcs ip w z ys
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zipArcs ip w y _ = createNewArc ip w (_asPos y) (_asDir y)
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